Here are a few issues I'm trying to deal with and can't get solved. Questions are in yellow, followed by explanation.
- How to make cars truely have frontwheel drive (FWD) or rearwheel drive (RWD)?
Yes, there's an option in the code for each wheel that says driving=''0'' or driving=''1'', but that doesn't help at all, it's just a bit of filling for the wheellines. I have three cars in the teststage now which require only rear wheels to be powered, but áll wheels remain powered while the front ones (axle="0", first axle of vehicle) do have driving=''0'' in the XML. The way I can confirm which wheels are powered, is by giving the car a large acceleration value. By this, the wheels spin because they need time to gain full traction. Unpowered wheels should have no blur, but at all time áll wheels have blur, so áll wheels are powered). In addition, setting the Torquescale for non-powered wheels to 0 also does not help.
So, is this option actually working in CE3, and if so, how do I properly get this to work?
- How to make vehicles with more than one steering axle, with different maximum steeringangles and even mirrored steering?
Maybe difficult to explain for people who have less knowledge about cars, but maybe you know big airport firetrucks, construction crane trucks or special transport heavy tractor units? They often are equipped with at least two steering axles. For as little as possible wear on the wheels, the ''secundary'' steered axles steer at a less sharp angle than the front wheels. Especially construction vehicles even have the last axle steered, obviously in the opposite direction (if all wheels steer to the right, you would crawl like a crab).
So, is there a way to define multiple steered axles? Is it possible to define different maximum steering angles?
- How to reduce the amount of wheelblur?
When I apply full throttle on a vehicle which has a lot of power and should do the classic 0-100 km/h sprint very fast, the wheels spin, but the blur on the wheels is ridiculous. The diameter of the wheel almost seems to increase, and the blur is not rotational, but goes in all directions.
So, how can this overdone wheelblur be reduced or even disabled?
- How to make parts like seperate wheelcovers and brake-calipers steer with the wheels but NOT rotate (of driving)?
Almost all cars of today have brakediscs with calipers. Calipers do steer along with the wheel but do nót rotate with the wheel because they're attached to a base block the wheel is also attached to. Does CE3 support such parts? How can such a part be made or coded to steer but not roll?